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African Clearing

503982590Analyzed
2v2 RM · 2mo ago on Sep 3, 2026· 37m 57s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇳🇿 Maya · New Zealand
835
+12
🇳🇿 Huns · New Zealand
829
+12
vs
🇨🇿 Tatars · Czechia
776
-14
🇩🇪 Ethiopians · Germany
704
-10
Player eAPM Actions Feudal Castle Imperial Opening
25 966 14:15 25:50 — ⚔ Scouts into Archers
19 740 14:12 31:42 —
15 567 15:18 34:39 — ⚔ Archers into Skirms
12 448 16:09 30:35 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,010 9,020 4,205 200 22,435 25,201
8,915 6,626 1,415 550 17,506 18,017
8,640 5,030 2,440 750 16,860 20,559
4,300 2,948 1,315 445 9,008 9,285
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number.Age times are when the player reached the age (hover for the click that started it).Openings are inferred from early production and building placement, and are omitted when unclear.The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled.Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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